//! This example illustrates how to how to flip and tile images with 9-slicing in the UI. use bevy::{ prelude::*, render::texture::{ImageLoaderSettings, ImageSampler}, ui::widget::NodeImageMode, winit::WinitSettings, }; fn main() { App::new() .add_plugins(DefaultPlugins) .insert_resource(UiScale(2.)) // Only run the app when there is user input. This will significantly reduce CPU/GPU use for UI-only apps. .insert_resource(WinitSettings::desktop_app()) .add_systems(Startup, setup) .run(); } fn setup(mut commands: Commands, asset_server: Res) { let image = asset_server.load_with_settings( "textures/fantasy_ui_borders/numbered_slices.png", |settings: &mut ImageLoaderSettings| { // Need to use nearest filtering to avoid bleeding between the slices with tiling settings.sampler = ImageSampler::nearest(); }, ); let slicer = TextureSlicer { // `numbered_slices.png` is 48 pixels square. `BorderRect::square(16.)` insets the slicing line from each edge by 16 pixels, resulting in nine slices that are each 16 pixels square. border: BorderRect::square(16.), // With `SliceScaleMode::Tile` the side and center slices are tiled to fill the side and center sections of the target. // And with a `stretch_value` of `1.` the tiles will have the same size as the corresponding slices in the source image. center_scale_mode: SliceScaleMode::Tile { stretch_value: 1. }, sides_scale_mode: SliceScaleMode::Tile { stretch_value: 1. }, ..default() }; // ui camera commands.spawn(Camera2d); commands .spawn(Node { width: Val::Percent(100.), height: Val::Percent(100.), justify_content: JustifyContent::Center, align_content: AlignContent::Center, flex_wrap: FlexWrap::Wrap, column_gap: Val::Px(10.), row_gap: Val::Px(10.), ..default() }) .with_children(|parent| { for ([width, height], flip_x, flip_y) in [ ([160., 160.], false, false), ([320., 160.], false, true), ([320., 160.], true, false), ([160., 160.], true, true), ] { parent.spawn(( UiImage { image: image.clone(), flip_x, flip_y, image_mode: NodeImageMode::Sliced(slicer.clone()), ..default() }, Node { width: Val::Px(width), height: Val::Px(height), ..default() }, )); } }); }